Haleshi

Large Fey, lawful neutral (CR 7)

Armor Class 17

Hit Points 123 (13d10+52)🎲

Speed 30 ft., swim 40 ft.


STR

16 (+3)

DEX

16 (+3)

CON

18 (+4)

INT

14 (+2)

WIS

17 (+3)

CHR

19 (+4)


Skills insight 9, nature 5, perception 6, persuasion 7

Senses darkvision 60 ft., passive Perception 16

Languages Aquan, Common, Elvish, Sylvan

Challenge Rating 7

Actions

Multiattack.

The haleshi makes two attacks with its stupefying touch.

Stupefying Touch.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn.

Clamport (3/Day).

The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam’s passengers and releases them. After releasing the passengers, the clam returns to normal.


sizeLarge

typeFey

group

alignmentlawful neutral

strength_save

dexterity_save6

constitution_save

intelligence_save

wisdom_save

charisma_save7

perception6

damage_vulnerabilities

damage_resistancescold

damage_immunities

condition_immunitiescharmed

cr7

reactionsname: Water Shield (Recharge 5-6),desc: The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water.

legendary_desc

legendary_actions

special_abilitiesname: Amphibious,desc: The haleshi can breathe air and water.,name: Charming Defense,desc: While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class).,name: Innate Spellcasting,desc: The haleshi’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: 3/day each: charm person, invisibility (self only) 1/day each: major image, water walk, zone of truth

spell_list

page_no191

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 191
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